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Combat Mission: Battle for Normandy

Platform(s): PC
Genre: Action

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'Combat Mission: Battle for Normandy' v1.10 Patch Available NOW

by Rainier on March 20, 2012 @ 9:00 p.m. PDT

Combat Mission: Battle for Normandy faithfully recreates the experience of tactical land warfare in Western France during World War Two. The first installment in this new series covers the three months after the Allied D-Day landings in Normandy in June 1944, from Operation Overlord in June through the Cobra Breakout in August.

Get the Combat Mission: Battle for Normandy v1.10 Patch off WP (15mb)


This v1.10 patch of CM Battle for Normandy requires the original 1.00 or 1.01 version of CM:BN to be installed and
activated. Other non-Battlefront versions may not be compatible with this

After installing the patch correctly, you will NOT be required to
activate the game.

Save games from v1.00 or v1.01 ARE COMPATIBLE with v1.10, provided that
you save your turn-based games in the COMMAND phase (not the replay phase)
before upgrading.

Due to the potential of conflicts with pre v1.10 game Mods, we advise
uninstalling any mods prior to installing this Game patch. Mod authors may
need to update their mods using the v1.10 strings.txt embedded into the
new "Version 110.brz" file.

PC (Windows XP/Vista/7)

The v1.10 patch MUST be installed into the same directory where the full
version of the game resides. The patch installer will attempt to select
the correct default for you, but if you moved the game files manually, or
on certain systems, this automatic selection may not be 100% fail safe.
Please doublecheck the installation location BEFORE installing the patch
and make sure that you are installing into the correct directory.

MAC (SnowLeopard/Lion)

The v1.10 patch will prompt you to select the correct location of your
v1.00/1.01 game application. Make sure to select the correct subfolder, if

* This patch will update your CMBN game to v1.10, which includes many
enhancements and improvements. Below is a list of some of the new v1.10
game features.
* Soldiers make better use of demo charges against vehicles at close range.
* When vehicles bog down, it's now more likely to be temporary.
* Corrected a problem where gunners would sometimes aim too low and
repeatedly hit intervening ground short of the target.
* Computer-player troops automatically take additional stored weapons and
ammo with them when dismounting from vehicles.
* Halftrack gunners will "sit" when the vehicle buttons up.
* Dispersion pattern of mortar shells is more realistic.
* Dismount command may be given to multi-unit groups.
* In campaigns, units won't go into the next battle without a leader due
to a previous casualty.
* Enemy mortars are a little easier to spot when they fire.
* Corrected a problem where frame rate could affect the cover offered by
* Vehicles are more likely to button up when they take a crew casualty.
* Computer player is more effective at breaching walls and bocage.
* It's more difficult to suppress the occupants of a bunker.
* Targeting an enemy unit by clicking its icon works properly when some
LOS is blocked.
* Corrected a problem that caused deployed soldiers to move around too
frequently, especially inside trenches and buildings.
* Corrected some problems with soldiers moving across narrow bridges.
* Corrected a problem that caused halftracks sometimes to refuse to move
across wall breaches.
* Pre-battle intelligence icons don't slowly fade during setup.
* Scenarios load faster when 3D Texture Quality option is set to Balanced
or any faster option. If you notice any decrease in visual quality, simply
increase this option one level higher in quality.
* New editor feature lets you move flavor objects around more easily. In
map preview, ALT-click on a flavor object (Option-click on the Mac) and
the next map click will place the (previously) ALT-clicked object at the
location of the second click.
* Single barbed wire units remember their facing in the editor.
* In the editor, when units are purchased they will try to set up by
default inside friendly setup zones if the zones have already been created.
* Made changes that should reduce the occurrence of Out of Memory crashes.
* Allowed for the use of up to 4GB of RAM, dependent on the user's
operating system and settings.
* Corrected a problem where units driving near ditches would bog too

* Moving vehicles fire their weapons with further reduced accuracy.
* Spotting ability of buttoned-up vehicles is further reduced.
* Fixed a graphical bug that could cause a Puma crew to rotate outside the
* Vehicles that lose an unbuttoned crewman to small-arms fire are more
likely to pop smoke and/or retreat like they typically do when the vehicle
itself takes a hit.
* Armor penetrations through a vehicle's main gun mantlet are not reported
as hits on other locations.
* Hit text for projectiles that enter an open vehicle hatch says "Hit:
Opening" rather than turret or hull.
* Corrected a rare problem that could cause tank drivers to remember
"threat locations" for too long and rotate the vehicle inappropriately.
* In a campaign game, if a tank is in working order but its crew is
decimated, the tank will not appear in the next battle only to immediately
become "knocked out" due to having a decimated crew.
* Rhino vehicles are additionally available in August.
* Fixed a bug that prevented ricochets off a Panther lower mantlet into
the hull top (though this intentionally remains rare).
* The glacis/hull-roof armor plate on the Tiger front is thicker.
* SPW 250/9, SPW 251/9, and SPW 251/10 halftracks will button up under
fire like most other vehicles do.
* PSW 222 crew is now commander/loader, gunner, and driver.
* PSW 222 and PSW 223 are capable of firing weapons after losing a
crewman, and have slightly improved commander's visiblity when buttoned up.

* Troops hiding in trenches or foxholes get better protection from
* Concealment in foxholes is increased.
* Corrected a problem that protected soldiers when a wall was behind them,
but not enough when a wall was in front of them.
* The distance between a soldier and bocage where the soldier may see
through the bocage is slightly shortened.
* Direct hits do more damage to trees.
* Trees are less likely to block large projectiles consistently.
* Tree placement remains precisely consistent each time you load/play a
particular scenario.

Quick Battles
* Corrected a problem that sometimes switched attacking and defending
* The unit auto-purchaser is improved.
* Air support may only be purchased during daytime with clear or hazy
* The "Random Service" option works properly.

* Artillery is a little less precise.
* When a forward observer cannot see where spotting rounds impact, he will
usually require another round to be fired rather than skip ahead to
fire-for-effect with poor accuracy.
* Corrected a problem that sometimes caused artillery missions targeted
near a TRP to "prepare" indefinitely.
* Pre-planned missions for on-map artillery won't ever use spotting rounds.
* Corrected an accuracy problem that could affect the first rounds of
pre-planned artillery strikes using the Line pattern.
* White phosphorous (smoke) does not cause unrealistically high casualties.

Soldier Behavior
* Soldiers are less likely to use SMGs at longer ranges.
* Soldiers are less likely to fire on exposed tank crew.
* Soldiers can spot anti-tank mines (in addition to anti-personnel mines).
* Corrected some problems with mortars in direct-fire mode.
* Soldiers are less likely to use explosive weapons for area-fire at very
short range.
* Soldiers won't set up heavy weapons on the precise edge of the map.
* The TacAI pays a bit less attention to unarmed vehicle targets.
* Soldiers aim better when area-firing into an immediately adjacent
* Corrected some problems with soldier placement around heavy weapons in
* Soldiers are quicker to stop attempting to surrender if friendly
soldiers are nearby and enemies are not.
* HMG assistants can cower under fire like the rest of their team.

* Troops may throw grenades from buildings at open-topped vehicles.
* Grenade throwing obeys covered arc orders.
* Grenades won't roll through building walls.
* Bridge Pathfinding
* Corrected some minor pathing problems across bridges.
* Troops are more willing to move across nearby fords rather than use
distant bridges.

Anti-tank Guns
* Antitank guns won't attach to vehicles that are too small to tow them.
* Corrected a problem that potentially allowed an antitank gun team to
move the gun into a building.

User Interface
* Keyboard camera controls are smoother (Windows version).
* When placing troops in a building during setup, if you click on a
soldier or its icon (instead of the building) to set the destination, it
won't cause the moving troops to float in midair.
* Trenches and barbed-wires "remember" their rotations if moved to a
location that is not adjacent to other trenches or barbed-wire.
* When attaching targeting orders to a waypoint, the range display is
calculated from the waypoint, not the unit's current location.
* Corrected a problem with area-targeting a non-occupiable roof of a
* Clicking Exit or New in the Editor brings up a confirmation dialog.

* Less framerate is devoted to showing wind blowing through trees.
* MP40 ammo pouches display correctly on German soldiers.
* Fixed a disappearing "gable" on a couple of barns.
* Updated US rank icons.
* Fixed some out-of-memory problems.
* Adjusted the point values for bunkers.

Mac specific v1.01B fixes
* The install works properly on Lion
* Various Keys work properly.
* The install instructions are easier to understand.
* Number pads should perform as expected.

Combat Mission: Battle for Normandy (CM:BN) faithfully recreates the experience of tactical land warfare in Western France during World War Two. Using the unique Turn-Based (WeGo)/Real-Time hybrid game system of our proprietary CMx2 battle engine, the first installment in this new series covers the three months after the Allied D-Day l andings in Normandy in June 1944, from Operation Overlord in June through the Cobra Breakout in August.

(This Readme file is also available after the installation inside the game installation directory)

This is a FREE demo version (v1.00) of the game "Combat Mission: Battle for Normandy".  This demo version contains li mited functionality and content to showcase the full version of the game, which can be purchased at

- only three scenarios, especially made for this demo version, are playable (Note: This Demo includes a training battle "Training Mission - The Road to Berlin", playable from the American side.  We recommend playing this battle before the other two.)
- QuickBattles are disabled (but the QB setup screen is visible)
- multiplayer modes (PBEM/TCP) are fully enabled
- the Scenario Editor is enabled and fully functional, but it will not allow you to purchase units, load, or save any maps
- contains nag screens during launch end exit of the demo.

Included with this patch is a pdf version of the CMBN manual. You will need a copy of Adobe Acrobat Reader in order view these manual. That program is free and can be downloaded from Adobe's website here:

CM:BN defaults the installer to your "My Documents" folder. You can pick any other folder you like, of course. Please note however that since CM:BN is designed to allow you access to almost all game data files (for "modding"), installing into a Windows special directory (such as the "Program Files" folder, for example) may require special Windows UAC permissions to be set by the installer. Therefore, we recommend against installing the game into a protected Windows directory.

The game does not require "elevated privileges" (e.g. "Run as admin") under Windows. Note that if you install and launch the game with elevated permissions anyway, you will be required to ALWAYS run the game with these elevated permissions from then on. For more information about "elevated privileges", please see th e Microsoft Windows manual for UAC (User Account Control).

The game does not run in a Virtual Machine environment.

In order to view this new onscreen list of clickable commands, select a unit and press the SPACE BAR and a popup menu of available commands will appear. The menu can be dismissed with another press of the space bar or a mouse click anywhere outside the menu.

Combat Mission has two distinctly different approaches for using unit Commands via the keyboard; Relative and Direct.  The Relative system involves a set of 9 keys centered around three rows of three consecutive keys each. These 9 keys match the 9 Command Buttons in the user interface's Command Panel.  Each hotkey controls the commands RELATIVE to the position on the screen.  For example, by default the U key activates the Top Row Left-Most key which would be FA ST, TARGET, and SPLIT depending on which Command Group is visible (Movement, Combat, and Special respectively).

The Relative system is the DEFAULT, and implemented in the hotkeys.txt file inside the game DATA folder.

The Direct system, on the other hand, assigns a unique hotkey for DIRECT access to each Command. No attention is paid to the graphical representation on the screen. For example, if so assigned, F would issue the FAST command. T would issue the TARGET command, H would control the HIDE command etc... no matter which Command Group is visible on the screen.

To use the Direct system, you can use the "alternative hotkeys.txt" file found inside the game DATA folder. Simply rename it to "hotkeys.txt".
There are pros and cons to each system.  The Relative system allows the player to keep one hand stationary on the keyboard and does not require any "hunting and pecking" to find the right hotkey.  The downside is that when you wish to use two Commands in a row that are in different Command Groups you have to first switch the proper Command Group (now done using the F5-F8 keys).  The Direct system allows you to string Commands together without concern for which Command Group they are in, but does have the drawback of requiring the hand to move and locate a specific key, which may or may not be easily memorized.  Which is "better" comes down to personal player preference, therefore both are provided.

Whenever possible, the order buttons under the various Command Panels will display the assigned "direct" key in highlighted green text.
Note, we recommend that you decide which system you prefer and then either use the "hotkeys.txt" file or the "alternative hotkeys.txt" file. You can then further edit the keys to your liking, but it may be a good idea to use one or the other pre-set f ile as a base.


By default, the first time the game is launched, the games internal resolution and refresh rate are set to whatever your desktop display is currently set to. We have added two ways to make adjustments to this settings.

From inside the game, go to the Main Menu, then select the Options panel. From there you can select the game to run at the following resolutions:

Desktop = (the game will run at whatever resolution your desktop is set to)

  • 1024x768
  • 1152x864
  • 1280x960

If you want to run the game in a resolution and refresh rate not listed, you can manually configure these settings by editing the "display size.txt" file located in your game directory. Simply change the numbers that you see there with the width (in pixels) and height (in pixels) and refresh rate (in Hertz) you w ish to run the game.

Example: For 1440x900 at 75Hz refresh rate, you would delete the numbers in that file and replace with "1440 900 75" (without quotes).

If you put in all zeroes example: 0 0 0, the game will revert to using your desktop resolution and refresh rate.

Exercise caution and only use a resolution and refresh rate supported by your monitor as damage to your monitor or display adaptor could occur, especially if you use too high a setting.


Combat Mission: Battle for Normandy uses the UDP and TCP port 7023 for all multiplayer games. If you are trying to HOST a TCP-IP game make sure and open port 7023 for both UDP and TCP traffic.


This new game demo includes the optional install of a new, and we think, exciting tool. This tool seamlessly attaches to your internet browser (most of the major browsers are supported) and gives you instant access to game news, patches, demos, chat channel as well as other popular browser toolbar *gadgets* such as realtime weather reports (unique to your hometown!), a spell checker and pop-up blocker, and MUCH more. Fully user configurable and expandable, your new Community toolbar unlocks the full potential of your internet browser to keep you connected with the ever-growing world of games and resources! You can find more details on this new free utility here.

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